Release date: TBA :)
Hello all!
This is my first post at the TA: Spring forums, so I understand if you view me with some suspicion.

I stumbled upon TA: Spring just a few days ago, and being a avid TotalA fan I really got excited about the possiblities this engine seemed to offer, for free no less. Well, like all of you probably I was really impressed by the capabilities of the engine and realised that this might be the platform I had been looking for for a project I have been wanting to do for some time now.
So who am to think I could pull of a full fledged TC for Spring then? Well, I am currently studying computer games development (graphics, first year) at the University of Sk├â┬Âvde in Sweden, though I'm originally from Finland. I am a really big fan of TA and the DP9 Heavy Gear franchise, both the computer games and the other stuff...
...Which brings us to the topic of this mod: A 'full' portrayal of the DP9 Heavy Gear mecha in the context of a RTS. This might seem like an awfully big undertaking but for the foreseeable future the goal of the mod would be the portrayal of the Confederated Northern City States vs. the Allied Souther Territories. I envision the project being very open ended and public in the spirit of TA: Spring, and openness and frequent public betas is something I very much believe in. To keep both the team and the public interested there needs to be stuff to show and stuff to play with. For those unfamiliar with the Heavy Gear mecha you might want to check out dream pod 9s homepage, http://www.dp9.com. Very good stuff, in my humble opinion.
Now, being a professional games artist in training I would think that I├óÔé¼Ôäód have the graphical side of things fairly under control. To at least try to prove my competence I have a picture of a Hunter medium gear of the CNCS side I modeled, uvmapped and textured in the last two days. The polycounts being rather low in Spring allows modeling work to be swift and not too picky, and texturing is the part I personally consider myself to be best at.
The stuff that I├óÔé¼Ôäóm not that good with, however, are the technical aspects. In between modeling, school, sleep, eat and all that other stuff, I├óÔé¼Ôäóve been trying to read up on how a TA:S mod and units works and I think I├óÔé¼Ôäóve gotten a hang of it, somewhat. Ofcourse, I lack experience and thus without help the progress would be slow in the beginning should I not get any help. Especially the scripting part and animation deters me somewhat, so any scripters, unitmakers or other technical fellas would be welcome. Naturally I don├óÔé¼Ôäót crave any commitment or such, any help is welcome!
Naturally, all help is welcome, so if you├óÔé¼Ôäód like to pitch in in any field, be it the artsy part (modeling, texturing), mapmaking or whatnot you are more than welcome.
I plan on doing the mod in iterations, which coincidentally is the way we do our game projects here at the University and they ensure you get something playable up soon and don├óÔé¼Ôäót tangle youself up in too complex goal. For the first public release, which would be soon I hope, this is what I envision
Side 1: CNCS
Kodiak Commander Gear
Basic Gear Facility
Hunter medium gear
Cheetah scout gear
Jaguar heavy gear
Grizzly fire support gear
Forward outpost (metal extractor)
Field generator (energy facility)
Side 2: AST
Cobra Commander Gear
Basic Gear Facility
Jaeger medium gear
Iguana scout gear
Mamba heavy gear
Spitting Cobra fire support gear
Forward outpost (metal extractor)
Field generator (energy facility)
Naturally, as things go along the mod would evolve and the more advanced gears would be moved to facilities of their own and things would get expanded upon and the sides less symmetrical, even though they are very symmetrical according to official DP9 papers.
So, I hope I haven├óÔé¼Ôäót lost too many people in this very long rant of mine, here is the very first render from 3d studio MAX to please your screenshot appetite :) Hope you enjoy!
(bear in mind, Work In Progress)
